(Tinker) Tank Spec : Golemologist

This is a concept idea behind one of my Tinker specs. As there are lots of threads about Tinker class I decided not to post another Tinker thread in order to explain the whole class and decided on focusing solely on my concept spec for Tinker.

The main focus of this poast is to discuss and work on a unique tanking spec, which uses it's pet to effectively tank. from normal mobs to raid mobs and bosses. this spec should not come short in any situation and should be effective just like other tank specs.

Lore Info :

Golemology :

Who are Golemologists? In World Of Warcraft lore it is said that Golems are constructs of Iron, Flesh, or other materials. they resemble a giant humanoid and are animated using elemental magic infused inside them. here's a link for more information :

Golems are spread around the world of Azeroth. with nearly every race having the technical know how to build them.

But who builds these golems? In the lore it is stated that they are constructs animated by either elemental or arcance magic. But they are constructs nonetheless and like every construct, they will require engineering skills to create.

That's why I think Golemology can be a good Tinker spec.

Mechanics :

I’ve designed Golemologists to be a unique pet tank class. Meaning that they only use their pet to tank, this pet has an enhanced UI and AI to effectively protect the Golemologist and their friends.

Resource System : Energy + Control

Golemologists have two types of abilities :

1) Tinker abilities : Tinker abilities consume energy, they are abilities which are performed directly by the Tinker. These abilities rely on energy resource.

2) Golem Abilities : Or Commands, are abilities which are cast by the player but executed by Golem. They differ from pet abilities because their ability buttons are counted as Tinker abilities, thus they can be accessed from spellbook and put on the player’s action bar. Command abilities require control to be cast.

Energy is regenerated normally, but control is gained by channeling certain abilities into your golem. Which will Energize the golem and maintains your control over the massive construct.

So Golemologists use their energy bar to either cast basic tinker abilities, such as throwing grenades and such, or channeling spells into the golem using their control rods.

NOTE: Every Golemologist has a golem control rod, it’s not shown on inventory bags. But will be held by the golemologist when a channeling ability is cast. It’s a purely cosmetic thing.

Golems : A pet, that is not a pet.

Golems are massive constructs that obey only the Golemologist. Their purpose is to charge ahead and keep the enemy from harming the Golemologist. Due to the Golem’s massive and terrifying appearance it shields the Golemologist from taking damage if it’s master is in close range and destroys enemy morale causing them to get sloppy in their attacks.

---What Makes Golemologists Unique---

Golems have several unique features which makes them different than other tanks.

1) First pet tank : Golems are powerful enough to soak damage dealt to them by a variety of enemies, from world mobs to raid bosses, Golems can withstand anything provided that they have sufficient heals and their master has sufficient ilvl. Because their health and stats depend on their master’s ilvl.

2) Umbrella zone : Golems are massive and strong, which makes them able to protect Golemologist’s allies who stand within a certain radius of the Golem. This aura, is what I call an “umbrella zone” and it provides survival benefits to those who stand within it’s range.

3) Reliance on absorbs, reflects and immunities : Golems have a chance to fully absorb the enemy damage, this chance is a dynamic variable which depends on your Golemologists’ mastery rating. Golems, due to their hardy surface, are also able to reflect ranged damage done to them from time to time and redirect it to a nearby enemy, this passive ability is called Ricochet.

Golems are also able to become immune to damages done to them by consuming a stackable charge and becoming invincible for a few seconds, this immunity however does not reset their agro table and enemies will continue to attack the Golem.

4) Most Armor among tanks: Golems have the most armor among other tanks, due to their inpenetrable surface.

5) No front or back : Golems do not need to face an enemy in order to receive less damage from them. They don’t rely on dodges or parries, and they don’t suffer bonus damage done to them from behind. They cannot be stunned, feared, polymorphed etc. (but can be rooted and slowed) which makes them a reliable damage sponge.

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List of some proposed abilities :

Golem Normal Attacks : these abilities are done automatically by Golem, they are shown on the pet panel and can be set to autocast by Golemologist. A Golemologist does not have an autoattack, or white damage, instead it’s autoattack ability commands the Golem to attack the targeted enemy.

Hurl Thunderstone : Golem hurls a stone charged with thunder towards the target. dealing X dmg and taunting them. this is a normal pet ability but is autocast on any mob that hits the Golemologist. players can also use this to target an enemy of their choosing provided that it's not on CD.

Shock Therapy (Glyph) : Causes Hurl Thunderstone to become an AOE spell. Hurl Thunderstone will no longer damage the target but will taunt the target and it's allies within Xyard of the target.

Channeling Abilities : These abilities are used by the Golemologist to generate control. Control is then used to activate Golem’s more powerful special abilities :

Channel Life : Golemologist channels his/her own energy onto the Golem, every 3 seconds X% of Golemologists' energy will be converted into X health which will then be given to Golem. channelling lasts until canceled. During the channeling Golemologists’ energy will not regenerate.

After Channel Life is channeled for more than 5 seconds Golemologist gets a debuff that dampens the healing effect of Channel Life for 20 seconds.

Electro-charge : Golemologist channels energy from his/her rod into the golem for 5 seconds. causing the golem to attack 5% faster and receive 5% less damage, while Electro-charge is active enemies who target golem will be electrocuted, which reduces their attack speed by 10%.
Uppercut : Golem will uppercut a target, knocking them back Xyards and stunning them for 3 seconds.

Golemologists use Golems to tank, these said Golems have a unique feature called "Umbrella Zone". Players who stand within this aura gain bonus to their survival. enemies who stand within this zone have a chance to receive any attacks which the Golem reflects.

Umbrella Zone :

for as long as players are near the golem, they receive benefits that boosts their survival rate. these benefits include :

Threatening Presence : 5% of threat caused by the player is redirected towards the Golem.

Massive Protector : reduces 5% damage that players receive.

Restless Watcher : every 7 seconds the Golem casts it's gaze on a friendly target with lowest health who is within the umbrella zone, interrupting the next attack on them for half the damage and casting a shield on them which reduces the damage from next 3 hits by 20%. also increases the threat they redirect to the Golem by 5%.

the above were all benefits that players receive from being inside the umbrella zone.

Hard Surface (Passive) : Enemies who attack the Golem from more than X yards using ranged attacks will have their attack ricochet and reflected back towards the nearest melee. (the melee must be near the tank, otherwise the attack will be reflected back to no one. and thus it will be wasted.) Ricochet cannot happen more than once every 7 seconds.

Ricochet is an effect that triggers passively via Hard Surface, or constantly in a limited amount of time via "Energized Skin"

Personal Bodyguard : the Golem will receive 70% of damage done to the Golemologist in form of DoT. while within Golem's protective aura (umbrella aura) Golemologist redirects all his/her threat towards the Golem and has virtually no threat.

Servant's Pleasure : The master's wellbeing pleases the Golem. whenever Golemologist is healed 100%/80%/60%/40% of the healing will be redirected towards the golem depending on the master's health (if master has 20% health Golem will receive 20% of healing done to it's master and the remaining 80% will heal the Golemologist.). this is the main source of Golem’s healing, by targeting the Golemologist directly healers heal both the golemologist and their servants. The heal will be distributed among the two automatically.

Master's Plea : Once their master gets below 30% health the Golem will enrage, making their master immune to damage for 5 seconds if they are within their protective aura. but during these 5seconds the golem will be unable to cast any spells and it wont gain Punishment stacks from damage for 10 seconds.

Siege Mode : Enters siege mode and becomes immobile for 12 seconds. while in siege mode the golem will interrupt nearby enemies from casting spells every 4 seconds, and will knock back enemies once the effect expires. enemies within Xyards of Golem will be dazed while siege mode is active, effectively having their hit chance reduced by X%, their movement speed by X% and will have their aggro table reset if they are currently attacking anyone other than the Golem. this ability causes huge threat. Friendly players who stand within X yards of Golem while siege mode is active will have their armor value increased by 5%.

Punishment : everytime Golem absorbs a damage it gains a stack of Punishment. Punishment stacks up to 10 times and can be consumed by either Soulless killer or Soulless Defender. Increasing your mastery rating improves the result, making Punishment to stack faster.

Soulless Killer : Increases Golem's damage by 5% with each stack of Punishment for 20seconds. while Soulless Killer is active Golem has a 2% chance to reflect back melee or spell attacks targeting it. stacks up to ten times.

Soulless Defender : increases Massive Protector's damage reduction by 2%. while Soulless Defender is active the Golem has a 5% chance to be immune to attacks dealt to it. stacks up to 10 times.

Watcher Inferior : If Golemologist gets too far away from the Golem a small clay Golem will rise up to protect the Golemologist. clay golem shares health with the main Golemologist pet and will act on it's stead to protect the Golemologist. clay golem will be destroyed after absorbing X damage or once Golemologist gets near his/her main pet again. Clay Golems do not have a pet tab but they will automatically taunt enemies who attack Golemologist, they will also receive 50% of the damage their master receives.

X% chance to fully absorb the damage golem receives.
Magnificient Presence : reduces hit chance of enemies within Xyards of the Golem by Y%.
Damage Control : Able to regenerate X% of lost health in 10 seconds. this is the opposite of Monk Stagger effect, everytime Golem takes damage a HoT will heal him for X% of the damage done in 10 seconds.

Proposed Talents : Description for each talent is written below.

L.15 Movement

Overclock

Trailblazer Kit

Maneuverability Training

L.30 Healing

Healing Grenade

Stimpack Distribution

Medi-Drone

L.45 Crowd Control

Static Electricity

Shock Pulse

Riot Control Drone

L.60 Survival

Tesla Shield

Peak Hour

Gears Of War

L.75 AoE Damage

Siege Mode

Cluster Grenades

Shock And Awe

L.90 Special AoE

Black Ops Strike

Gunship Support

Anthrax Bomb

Overclock:
Overclocks the gadgets installed on Tinker's gear. which increases their movement speed by 50% for 5 seconds. breaks root and slow effects.

Trailblazer Kit:
your mounts are tweaked to move 5% faster and swim 30% faster. you also receive a diving helm, which makes you breath for unlimited amount of time underwater.

Orders the Golem to grab and then throw the Tinker onto the chosen area. breaks all effects that cause loss of control.

Healing Grenade :
Throws a Healing Grenade on the selected area. friendly targets who stand within that area will be healed for X% of their total health ever 2 seconds. lasts for 10 seconds.

Stimpack Distribution :
Puts a Stimpack Injector on the selected area. party and raid members can click on the injector to receive a small heal over time effect and a slight damage reduction effect which lasts for 5 seconds. Injector has 10 charges.

Medi-Drone :
summon a Medi-Drone that dispells diseases, poisons and harmful magic effects from the nearest party or raid member every 1.75 seconds. does not cast dispell twice on the same target unless there are no other friendly targets near it. lasts for 15 seconds.

Static Electricity :
Your gear is charged with static electricity. melee attacks on you stun the enemy for 1.86 seconds and reduce their movement speed by 25% for 4 seconds. cannot occur more than once every 9 seconds.

Shock Pulse :
You send a weak electricity wave around yourself every 3.75 seconds. enemies who stand near you when the shockwave pulses deal X damage to themselves and Y damage to enemies around them. it also interrupts one enemy if they are casting a spell, but the interruption cannot occur more than once every 20 seconds.

Riot Control Drone :
Summons a Riot Control Drone that stuns 1 enemy for 2.80 seconds every 3 seconds, riot control drone lasts for 15 seconds.

Tesla Shield :
Consumes all resources to create a massive shield on targeted ground which absorbs X damage. while the shield receives damage it will restore X% of Tinker's resource. but Tinker's resource regeneration is reduced by 75% while shield is active. lasts for 15 seconds.

Golemology : While Soulless Defender or Soulless Killer is active X% of any damage that the Tinker or Golem receive turns into a shield that protects them for that amount of damage.

Gears Of War :
Golemology : When activated, a HoT effect will be cast on Tinker, which heals the Tinker for 100% of the damage they receive while GoW is active in 10 seconds. this HoT cannot be dispelled.

Siege Mode :
Golemology : Golem Enters siege mode and becomes immobile for 12 seconds. while in siege mode the golem will interrupt nearby enemies from casting spells every 4 seconds, and will knock back enemies once the effect expires. enemies within Xyards of Golem will be dazed while siege mode is active, effectively having their hit chance reduced by X%, their movement speed by X% and will have their aggro table reset if they are currently attacking anyone other than the Golem. this ability causes huge threat. Friendly players who stand within X yards of Golem while siege mode is active will have their armor value increased by 5%.

Cluster Grenades :
Throws a Cluster Grenade on the targeted area. cluster grenades start to explode after 2 seconds. damaging enemies in that area for X damage every 2 seconds for 12 seconds.

Shock And Awe :
Golemology : Storming Assault :Golem charges at selected target, trampling anyone who stands in it's way for X damage and upon reaching it's target it'll smash the target for Y damage and up to 4 enemies around the target will be knocked back for Z yards.

Black Ops Strike :
Calls down a team of 3 spec op troopers of different races. Black Operatives will randomly interrupt, damage, and stun enemies around the Tinker for 15 seconds. they can also prevent enemies from targeting the Tinker by redirecting the targets on themselves.

Gunship Support :
Calls down a Gnomish/Goblin Gunship to attack enemies near the Tinker. channels machine gun onto an enemy, which damages anyone in that area for X damage. lasts for 20 seconds.

Anthrax Bomb :
Covers an area in Anthrax. dealing X damage to enemies in 20 seconds. enemies affected by Anthrax strike will have their energy regeneration reduced by Y%. and will receive Z% more damage from attacks.

I'm working on polishing this idea. will update it regularly with new stuff.

Please keep it clean, this is merely a suggestion and is not intended to be anything else.

I think I'd rather see more Gnomish/ Goblin constructs used. Golems are very dwarvish, and don't fit the theme well. There are numerous other mechanical models that could be used and refreshed. But thats personal opinion.

I think I'd rather see more Gnomish/ Goblin constructs used. Golems are very dwarvish, and don't fit the theme well. There are numerous other mechanical models that could be used and refreshed. But thats personal opinion.

While I understand the reason why you think they're mainly a Dwarvish feature, I do have to point out that many races use Golems. Harvest Watchers, Sunreaver and Kirin Tor sentries, Troll sentries, Forsaken Abomination are all counted as Golems.

Here's a better suggestion: balance the classes we already have before adding new shit in.

Its a guy putting out a brainstorm. Not a Blizzard announcement.

- - - Updated - - -

Originally Posted by banestalker

While I understand the reason why you think they're mainly a Dwarvish feature, I do have to point out that many races use Golems. Harvest Watchers, Sunreaver and Kirin Tor sentries, Troll sentries, Forsaken Abomination are all counted as Golems.

Absolutely. However, I would remark that Tinkers tend to be Gnomes/ Goblins and they would, I believe, probably be the ones to impart their wisdom. Plus as an Engineer based class, more mechanical creatures (Metal, gears, hydraulics and the likes.) may fit the aesthetic of the class better.

I think gnomish and goblin golems could easily be depicted as being very robotic. A crowd pummeler or a shredder would fit the description nicely. At any rate it would be interesting to have the class's ability artwork determined by race, like druids.

My main issue is that pet tanks are difficult to reposition, and since they require a ground-targeted ability to manually move, there are some sections of the game where a Golemologist would not be able to function. I was looking for a proposal to address that, and didn't see one. Maybe a spell that transfers player PoV control to the golem for X seconds, or having the golem act as the PoV character at all times and turn the Tinker himself into a sort of pet.

Magnetic Gravity : direct attacks on party members around the Golem which reduce their health below 50% activate magnetic gravity, which will throw back the attacking enemy for Xyards and will give the friendly player a small magnetic shield which will absorb Ydamage for 5 seconds. This effect cannot occur more than once every 20 seconds.

Knowing how much people hate knockbacks and their potential hazards, perhaps change this to afflicting the enemy with an Attack Speed debuff. That keeps with the whole gravity effect.

Restless Watcher : every 7 seconds the Golem casts it's gaze on the nearby member with the least health, interrupting the next attack on them for full damage and reduces the next hit by 20%. also increases the threat they redirect to the Golem by 5%.

Perhaps less than full damage, due to the rate (usually very slow) that mobs tend to cast their more damaging abilities. And maybe Dauntless watcher, or Unwavering water. Restless watcher makes them sound...Well, bored.

- - - Updated - - -

Originally Posted by Drilnos

I think gnomish and goblin golems could easily be depicted as being very robotic. A crowd pummeler or a shredder would fit the description nicely. At any rate it would be interesting to have the class's ability artwork determined by race, like druids.

My main issue is that pet tanks are difficult to reposition, and since they require a ground-targeted ability to manually move, there are some sections of the game where a Golemologist would not be able to function. I was looking for a proposal to address that, and didn't see one. Maybe a spell that transfers player PoV control to the golem for X seconds, or having the golem act as the PoV character at all times and turn the Tinker himself into a sort of pet.

I agree. The principal problem with this is that pets can not tank effectively in movement based encounters, and nor can you maintain control of two characters unless you're -Very- good.

Maybe if the Golem is mountable, in a way. That keeps both people in the same location.

Knowing how much people hate knockbacks and their potential hazards, perhaps change this to afflicting the enemy with an Attack Speed debuff. That keeps with the whole gravity effect.

Perhaps less than full damage, due to the rate (usually very slow) that mobs tend to cast their more damaging abilities. And maybe Dauntless watcher, or Unwavering water. Restless watcher makes them sound...Well, bored.

I agree. The principal problem with this is that pets can not tank effectively in movement based encounters, and nor can you maintain control of two characters unless you're -Very- good.

Maybe if the Golem is mountable, in a way. That keeps both people in the same location.

I removed magnetic Gravity and merged it with Restless Watcher. I do agree that I suck at naming thou :3

what you and other posters mentioned is perhaps the main obstacle to this suggestion. pet movement, I believe that mounting can solve this issue. or an MC ability that switches player PoVs. I like the mounting idea better thou.

I removed magnetic Gravity and merged it with Restless Watcher. I do agree that I suck at naming thou :3

what you and other posters mentioned is perhaps the main obstacle to this suggestion. pet movement, I believe that mounting can solve this issue. or an MC ability that switches player PoVs. I like the mounting idea better thou.

Good, good. You've got enough flavour here. Now it's just a case of utility and playability.

I don't see this as being a viable option for a new class UNTIL hunters and warlocks are given a spec (4th spec?) in which they can do the same thing with their pets. Many Hunters and Warlocks have been asking for this for years, and it hasn't happened. As others have previously stated, pet movement/positioning isn't very good, and if they're going to go through the trouble to fix it or make it better, they may as well do it for 3 kinds of pets rather than just one. You also have the issue of the player having to move both their character and the pet during raid phases, which (with the increased complexity of raids over time) makes it much more difficult or more of a liability to play such a spec.

A bit off-topic, I still haven't seen a good explanation of how you would still have an engineering profession if you have a Tinker class, since the Tinker will have engineering skills to make their devices (I wouldn't expect them to have to buy their devices from a vendor, that would be unfair since they've removed most reagents from other classes already). Of course you could throw immersion out and just say the Tinker doesn't make the devices, they just suddenly appear when needed, and the Tinker knows everything about how to use them...

I don't see this as being a viable option for a new class UNTIL hunters and warlocks are given a spec (4th spec?) in which they can do the same thing with their pets. Many Hunters and Warlocks have been asking for this for years, and it hasn't happened. As others have previously stated, pet movement/positioning isn't very good, and if they're going to go through the trouble to fix it or make it better, they may as well do it for 3 kinds of pets rather than just one. You also have the issue of the player having to move both their character and the pet during raid phases, which (with the increased complexity of raids over time) makes it much more difficult or more of a liability to play such a spec.

A bit off-topic, I still haven't seen a good explanation of how you would still have an engineering profession if you have a Tinker class, since the Tinker will have engineering skills to make their devices (I wouldn't expect them to have to buy their devices from a vendor, that would be unfair since they've removed most reagents from other classes already). Of course you could throw immersion out and just say the Tinker doesn't make the devices, they just suddenly appear when needed, and the Tinker knows everything about how to use them...

Well. I'd say that there are varying levels of Engineers and schools for that matter.

It seems to me that the Profession Engineers are utility and freelance engineers on the side.

Tinkers could/ would be dedicated combat engineers/ tank commanders on a whole different scale, from a whole new school of Engineering.

I think gnomish and goblin golems could easily be depicted as being very robotic. A crowd pummeler or a shredder would fit the description nicely. At any rate it would be interesting to have the class's ability artwork determined by race, like druids.

My main issue is that pet tanks are difficult to reposition, and since they require a ground-targeted ability to manually move, there are some sections of the game where a Golemologist would not be able to function. I was looking for a proposal to address that, and didn't see one. Maybe a spell that transfers player PoV control to the golem for X seconds, or having the golem act as the PoV character at all times and turn the Tinker himself into a sort of pet.

I think these are all very good points. Banestalker, you may want to check out the tanking spec within my Chemist class thread. I used a similar mechanic, and it can give you some ideas. Feel free to take what you need from that concept.

I don't see this as being a viable option for a new class UNTIL hunters and warlocks are given a spec (4th spec?) in which they can do the same thing with their pets. Many Hunters and Warlocks have been asking for this for years, and it hasn't happened. As others have previously stated, pet movement/positioning isn't very good, and if they're going to go through the trouble to fix it or make it better, they may as well do it for 3 kinds of pets rather than just one. You also have the issue of the player having to move both their character and the pet during raid phases, which (with the increased complexity of raids over time) makes it much more difficult or more of a liability to play such a spec.

A bit off-topic, I still haven't seen a good explanation of how you would still have an engineering profession if you have a Tinker class, since the Tinker will have engineering skills to make their devices (I wouldn't expect them to have to buy their devices from a vendor, that would be unfair since they've removed most reagents from other classes already). Of course you could throw immersion out and just say the Tinker doesn't make the devices, they just suddenly appear when needed, and the Tinker knows everything about how to use them...

Gameplay-wise mages cannot enchant anything and you have to be an enchanter to do so. same can be said for Tinkers, gameplay wise they do not have the benefits engineers have. but their abilities are geared towards using science and engineering knowledge to fight and survive in battlefield. Tinkers do not look at engineering as simply a profession, but solely rely on it to survive.

What about in PvP where everyone will attack the actual player and not the golem? ^^

The Tinker could have an ability where he transfers his mind into the golem, and vice versa. Whichever one the Tinker switched out of would have the lesser hit points or resistances. While in the Tinker, it should provide support and healing, while inside the Golem he should be providing tanking and CDs.

The Tinker could have an ability where he transfers his mind into the golem, and vice versa. Whichever one the Tinker switched out of would have the lesser hit points or resistances. While in the Tinker, it should provide support and healing, while inside the Golem he should be providing tanking and CDs.

An interesting concept, but one thing that's notably missing is a real system for active mitigation.

Tanks these days are all designed around the same basic concept - you build up resources through your attacks, and use those resources (primarily) to defend yourself. With very limited exceptions (like Breath of Fire or Heroic Strike), anything else outside the system of building up resources and spending them is a free action, possibly with a cooldown. Vengeance also needs to factor in - self-healing or defensive abilities should get more powerful as you take more damage.

The design is intended to put defense central, and leave offense as an intentionally less complicated activity when compared to a DPS spec. The key point, though, is that a tank that pushes their buttons better takes less damage than one that doesn't, and should be more capable at higher levels of vengeance.